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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Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

GM:

GM Dark Shadows wrote:
Further question, does a switch in personality allow access to a different power set? Not a complete make-over but maybe each Ghost has one thing that's special to them when they are in "the driver's seat"?

That's an intersting idea. If I were GMing here's how I'd do it-

Sergei's telekinisis abilities aren't actually "his." They're a manifestation of all the ghosts around him. He's a walking Haunt. Poltergeist stuff happens around him all the time. He's good at getting the ghosts to do more detailed things (as shown by his Telekinetic Finess feat), but any personality in the driver's seat is going to have access to the basic Telekineticist class abilities.

Strong/special personalities would act sort of like a template over Sergei's existing character sheet. When a different personality is in control, Sergei would lose all his feats and use the other personality's feats instead. That would keep things mechanically simple to swap in and out.

Feats could be swapped for spell like abilities for ghosts that were spellcasters. Same with other iconic class abilities. I'd just use "how many feats is this class ability worth" to figure it out.

Eventually, I'd allow a version of the Leadership feat to give the various ghosts the ability to manifest, acting as "disposable" cohorts and followers. (I'd use the Phantom rules from the Spiritualist class as a template for this, and come up with some kind of cost Sergei needs to pay to "summon" a spirit who's body has been discorperated by damage. The Burn/Temporary Hit Points system Telekineticists already use seems like a good option).

At higher levels, Sergei will gain a Magic Jar style ability (from an Oracle Revelation). I'd love for a different personality to take over Sergei's body when that happens.

Thoughts?


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

How do legacy weapons work?
Does Bastion start with a greatsword, or something else?
And do legacy weapons come out of our initial cash ?


Shadow's Status
_Bastian 'Ogre' Zorovich wrote:

How do legacy weapons work?

Does Bastion start with a greatsword, or something else?
And do legacy weapons come out of our initial cash ?

You start with the Weapon you selected, in your case, the Greatsword. It comes out of initial cash only from a character balance perspective, but you've either always had it, or came by it as part of your Background ("I inherited this sword from my Father") though I am not sure anyone had their items specifically as a feature of their background beside Sterling. Unlike the ABP weapon, a Weapon of Legacy can be used by anyone who can attune themselves to it. The idea from a narrative perspective is that each of you is meant to have the Weapon. As the story unfolds of course, you will all begin to find out just what you have.


Shadow's Status

Sergei:

If I were GMing here's how I'd do it-

Sergei's telekinisis abilities aren't actually "his." They're a manifestation of all the ghosts around him. He's a walking Haunt. Poltergeist stuff happens around him all the time. He's good at getting the ghosts to do more detailed things (as shown by his Telekinetic Finess feat), but any personality in the driver's seat is going to have access to the basic Telekineticist class abilities.

Strong/special personalities would act sort of like a template over Sergei's existing character sheet. When a different personality is in control, Sergei would lose all his feats and use the other personality's feats instead. That would keep things mechanically simple to swap in and out.

Feats could be swapped for spell like abilities for ghosts that were spellcasters. Same with other iconic class abilities. I'd just use "how many feats is this class ability worth" to figure it out.

Eventually, I'd allow a version of the Leadership feat to give the various ghosts the ability to manifest, acting as "disposable" cohorts and followers. (I'd use the Phantom rules from the Spiritualist class as a template for this, and come up with some kind of cost Sergei needs to pay to "summon" a spirit who's body has been discorperated by damage. The Burn/Temporary Hit Points system Telekineticists already use seems like a good option).

At higher levels, Sergei will gain a Magic Jar style ability (from an Oracle Revelation). I'd love for a different personality to take over Sergei's body when that happens.

Thoughts?

That certainly makes sense to me.

I have run a number of games where "others" inhabited the consciousness of a PC. In D&D, I generally left the same power set, but a different personality. In Vampire, I had entirely different personalities have entirely different Disciplines.

For the Magic Jar style ability, that can absolutely be added as a trigger for a personality swap, I would suspect an auto trigger.

I'll have to look more closely at the Phantom rules of the Spiritualist class but that seems to be a good idea, there's time for that anyway as Leadership is some time away.

For the current spirits inhabiting Sergei, we should probably decide on a number for now and then can add to that number as the Game progresses. Maybe two from Ravenloft and two from Branderscar just to keep things simple? then as the character develops, add and subtract as seems appropriate to the story.


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:
Vaneza wrote:

Dot...

Hi!

Greetings!


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

Hi and welcome Vaneza!


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
GM Dark Shadows wrote:
"...though I am not sure anyone had their items specifically as a feature of their background beside Sterling."

I'm not sure if Teofila fits this or not. She got her elven curve blade through the Signature Moves trait, which implies she is (or will be) known due to it. To wit, she is the only Royal Accuser who uses an elven curve blade. I don't write it into her backstory though because I wanted to save the story of how she came to have it for sometime later in the game. The handy reason is it is an inheritance from her elven parent.


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

In case it matters to anyone, Teofila is pronounced "tay-o-fil-a". It's a name used in Spain, Italy, Romania, and Poland, though it's quite old fashioned to archaic now.


Teofila Agarici wrote:
In case it matters to anyone, Teofila is pronounced "tay-o-fil-a". It's a name used in Spain, Italy, Romania, and Poland, though it's quite old fashioned to archaic now.

Ok, that's cool.

I may or may not have been pronouncing it "TEE (TEA?) O phila" in my head space. ;P

(Hey, I have an English MINOR for a reason. I loved reading books and got a minor in it, but I couldn't be bothered with little things like Grammar and such!) ;P


Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

GM:

I'd imagine there's probably more than 4 spirits, but those 4 are the ones that have a strong enough will, desire, and sense of self to be able to take control of Sergei's body.

Some ideas-

Leo Dilisnya (assuming he's actually dead in your game).

Reinhold Dilisnya (Leo's brother, killed by Strahd at the wedding)

Rudolph Van Richten

A Vistani fortune teller that doesn't speak Golarion Common.

A member of the Godefroy household that managed to escape. Both Lord Wilfred and the Dark Powers want to re-capture the escapee.

A former inmate of Harrowstone that was transfered to Branderscar when Harrowstone was decommissioned. This person would likely be from a long lived race, and in life did something to warrent life in prison.

One of the people the Whispering Way sacrificed in Harrowstone (probably wouldn't join Sergei's collective until after we go to Harrowstone for the first time).

Let me know which ones you like best, or tell me some you'd like to see in the game.


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
Ragadolf wrote:
Teofila Agarici wrote:
In case it matters to anyone, Teofila is pronounced "tay-o-fil-a". It's a name used in Spain, Italy, Romania, and Poland, though it's quite old fashioned to archaic now.

Ok, that's cool.

I may or may not have been pronouncing it "TEE (TEA?) O phila" in my head space. ;P

(Hey, I have an English MINOR for a reason. I loved reading books and got a minor in it, but I couldn't be bothered with little things like Grammar and such!) ;P

Your English is perfectly correct, but the catch is it isn't an English name. The EO vowel cluster is tripping you up because in English you should get the same sound out of it as Theodore. The following O makes the E a long vowel, like with the different E sounds in egg and easter.

The rule is English specific though and doesn't apply to the other languages. The E sound stays the same with or without a vowel following.

Actually the name is originally Greek, Theophila, which is two Greek words mashed together: θεός φίλος = theós fílos = god friend.

There! If you read this far you now know about 1000% more about the name than you wanted to, and which will never even be spoken aloud in the game.


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

Oh, one more thing. Anyone who's from Ustalav, or has spent a long time there, might probably know what a Royal Accuser is. Here's the Pathfinder Wiki entry:

"The Royal Accusers are a secretive organisation that serves the Ustalavic crown as investigators and enforcers of the law. The Royal Accusers' jurisdiction extends across the whole of Ustalav and, more importantly, they are completely unbeholden to the labyrinthine laws, rights, and obligations granted to the country's nobility that often effectively shield the noble houses from justice. Secretive in nature, the Royal Accusers have a somewhat dark reputation for administering harsh justice, particularly if the matter they are investigating involves national security. Rumours have it that they have ended entire noble dynasties in their relentless pursuit of justice and protection of the crown."


Ha! Maybe too much? maybe not.
Still cool.

I think the hardest I ever researched one of my old toons name was
"Akallabeth".
I got it from Lord of the Rings, specifically from a book of ALL names ever mentioned in LotR, Hobbit, Silmarillion, etc etc.
(NOW it means 'the downfallen', but when I first used it, the book said it meant "Dark child' or something similar.) ;P

Funny, back in 'Everquest' (I called it Neverquest) I ran into a organization that was called Akallabeth. WHILE playing a toon named Akallabeth! ;)

Yes. they invited me to join. :)


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 remember Everquest. I lost far too many hours to that game. Bad habit to get into when newly married.


_Bastian 'Ogre' Zorovich wrote:
I remember Everquest. I lost far too many hours to that game. Bad habit to get into when newly married.

YES! EXACTLY! That is what happened to me. :P

One of the reasons that I only rarely play MMORPG's anymore.

IF I have time to play, I usually just fire up one of my old game systems to waste a little bit of time.

Although Champions Online and Star Trek Online keep pulling me back.
From time to time.
:)


Shadow's Status
_Bastian 'Ogre' Zorovich wrote:
I remember Everquest. I lost far too many hours to that game. Bad habit to get into when newly married.

I didn't get into Online MMOs for just that reason. I knew I only had so much time on my hands after college and I chose table top over MMOs.


DO NOT STICK FINGERS IN CAGE

I did EQ for about 6 years. Then I did WoW for another year. I never really got ‘into’ WoW like I did with EQ. When i started getting into PbP playing in the 2008 area I pretty much gave up on MMORPGS. My chief complaint was that after you got to a high level it really became a job more than a game. It was all about guilds and raids and getting the best loot. I already had a job, i didn’t want the stress of a job that paid me in virtual magic items.


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:

The only MMO I have been playing is Mechwarrior Online since they created the game. Although I have played much since my divorce a few years ago. Great fun in 15min (or less) matches.

I mostly just play crpgs now, like Pathfinder: Kingmaker and WotR. Fallout 4 on my x-box. Things like that. Assuming that I have time for such things…which I usually do not.


Shadow's Status
GM Dark Shadows wrote:
Did I provide the Legacy Stats for Drakov yet?

Drakov Legacy:

+2 Bonus to Constitution
Handle Animal is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 Will Saves vs. Fear, Horror, and Madness effects.


Shadow's Status
Sergei the Haunted wrote:

** spoiler omitted **

I like most of the ideas, over the weekend I'll formalize something and post.


1 person marked this as a favorite.
AC: 17// ST: F +4 R +5 W+5// Sanity: 38 Human Gunslinger 1

For those perhaps confused by Alain’s cryptic saying:

ALL THINGS SERVE THE BEAM:

All things work in harmony with the greater tides of fate. All events serve a greater purpose, even if we can't understand what that purpose might be


Shadow's Status
Alain O'Dim wrote:

For those perhaps confused by Alain’s cryptic saying:

ALL THINGS SERVE THE BEAM:

All things work in harmony with the greater tides of fate. All events serve a greater purpose, even if we can't understand what that purpose might be

Thanks! I googled it as I was like WTF, didn't follow that reference!


Alain O'Dim wrote:

For those perhaps confused by Alain’s cryptic saying:

ALL THINGS SERVE THE BEAM:

All things work in harmony with the greater tides of fate. All events serve a greater purpose, even if we can't understand what that purpose might be

Cool, thx for the info!

(Yeah, I had no idea. I thought maybe it was a Ravenloft/Ustalav reference or something.) ;P


DO NOT STICK FINGERS IN CAGE
GM Dark Shadows wrote:
Alain O'Dim wrote:

For those perhaps confused by Alain’s cryptic saying:

ALL THINGS SERVE THE BEAM:

All things work in harmony with the greater tides of fate. All events serve a greater purpose, even if we can't understand what that purpose might be

Thanks! I googled it as I was like WTF, didn't follow that reference!

Alain is loosely based on Steven Deschain, the main protagonist of the Dark Tower. He’ll be dropping the occasional quote from that epic.


Patrick Curtin wrote:
GM Dark Shadows wrote:
Alain O'Dim wrote:

For those perhaps confused by Alain’s cryptic saying:

ALL THINGS SERVE THE BEAM:

All things work in harmony with the greater tides of fate. All events serve a greater purpose, even if we can't understand what that purpose might be

Thanks! I googled it as I was like WTF, didn't follow that reference!
Alain is loosely based on Steven Deschain, the main protagonist of the Dark Tower. He’ll be dropping the occasional quote from that epic.

Oh, OOOOOOOOkay. Cool.

Well I've only read the first book of that series, (And a couple of short stories in anthologies), and that was a while ago. So you may need to continue to drop the hints for us clueless. ;P

Thx in advance! :)


Shadow's Status

Working tonight, I should have time to move this forward tomorrow, if not then absolutely on Monday.


Is all good, it's the weekend,
(Which doesn't mean anything to those of us with a 24/7/365 kind of job!)
;P


Shadow's Status

OK, moving along now!

The PCs can of course feel free to roleplay among one another. It should prove to be an interesting Ravenloft group with so many non-Humans present!


And of course now I must ask, is "Ka" common knowledge?

(Clearly, I do NOT read enough PF sourcebooks or adventure paths anymore!) ;P


Shadow's Status
Ragadolf wrote:

And of course now I must ask, is "Ka" common knowledge?

(Clearly, I do NOT read enough PF sourcebooks or adventure paths anymore!) ;P

Probably not, it's heavily tied to Egyptian Mythological Lore. There are some areas of Golarion where it would be common knowledge I would think (Osirion), but not in Ustalav. You can make a Knowledge Religion check if you like.


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

Sorry for my absence. Work due to the end of the school year, and brutal allergies are really cutting into by functional leisure time recently.


Shadow's Status
Teofila Agarici wrote:
Sorry for my absence. Work due to the end of the school year, and brutal allergies are really cutting into by functional leisure time recently.

No worries!


School through JUNE? I thought My University I work at, and my wife's grade school, were going too long! :P

Carry on wayward educator! :)


Shadow's Status

Great RP so far folks.

I'll give another day or so for feeling out your characters further then move us along. Don't want to bury the lead for too long here :-)


Shadow's Status
GM Dark Shadows wrote:
Sergei the Haunted wrote:

** spoiler omitted **

I like most of the ideas, over the weekend I'll formalize something and post.

Last weekend was super busy, I will have some time tomorrow night and get to this. Just wanted to let you know I did not forget.


Shadow's Status

Small update to the Campaign Tab.


Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1

I did not expect to be the diplomat of the group. This is going to be interesting.


Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1
GM Dark Shadows wrote:
Sergei the Haunted wrote:

** spoiler omitted **

I like most of the ideas, over the weekend I'll formalize something and post.

Wanted to remind you of this, when you have the time.


Shadow's Status
Sergei the Haunted wrote:
GM Dark Shadows wrote:
Sergei the Haunted wrote:

** spoiler omitted **

I like most of the ideas, over the weekend I'll formalize something and post.
Wanted to remind you of this, when you have the time.

Yeah, ran out of time, hoping to have it done by tomorrow.


Female Tiefling Swashbuckler (Inspired Blade) 1 HP:12, AC:17, TAC:15, FFAC:+12, F:+1, R:+7, W:+0, Sanity:38
Sergei the Haunted wrote:
I did not expect to be the diplomat of the group. This is going to be interesting.

That depends how you define...Diplomacy ;)


1 person marked this as a favorite.
Vaneza wrote:
Sergei the Haunted wrote:
I did not expect to be the diplomat of the group. This is going to be interesting.
That depends how you define...Diplomacy ;)

Weeeeeeelllllllll,...

There is 'Diplomacy'

And then there is DIPLOMACY, with a lightsaber. ;)


DO NOT STICK FINGERS IN CAGE

Hi folks. Sorry, had a long vacation with various mishaps and so I have had a hard time getting in the game. Plus I come back to 60 posts, LOL. A lot to cover. Assume that Alain is being the strong silent type for now :)


Shadow's Status
Patrick Curtin wrote:
Hi folks. Sorry, had a long vacation with various mishaps and so I have had a hard time getting in the game. Plus I come back to 60 posts, LOL. A lot to cover. Assume that Alain is being the strong silent type for now :)

No worries.


Shadow's Status

That scene actually calls for a scrum, but your rolls were so damned good I modified. The dice roller Gods favor thee!


Patrick Curtin wrote:
Hi folks. Sorry, had a long vacation with various mishaps and so I have had a hard time getting in the game. Plus I come back to 60 posts, LOL. A lot to cover. Assume that Alain is being the strong silent type for now :)

Well I'm (we're) glad yer back!

:)

I hope the 'mishaps' were more, 'This will make a funny story someday',
And less 'We will never speak of this again' kind of things!


Sheesh! NICE 'Bluff' Vaneza!

(I hate to see her if she's SERIOUS!) ;P


Female Tiefling Swashbuckler (Inspired Blade) 1 HP:12, AC:17, TAC:15, FFAC:+12, F:+1, R:+7, W:+0, Sanity:38
Ragadolf wrote:

Sheesh! NICE 'Bluff' Vaneza!

(I hate to see her if she's SERIOUS!) ;P

The Dice Goddess always favor good Role-Playing :)


Shadow's Status
Vaneza wrote:
Ragadolf wrote:

Sheesh! NICE 'Bluff' Vaneza!

(I hate to see her if she's SERIOUS!) ;P

The Dice Goddess always favor good Role-Playing :)

How can I know this is your Bluff bonus... :-)

[Hint. Hint]


DO NOT STICK FINGERS IN CAGE
Ragadolf wrote:
Patrick Curtin wrote:
Hi folks. Sorry, had a long vacation with various mishaps and so I have had a hard time getting in the game. Plus I come back to 60 posts, LOL. A lot to cover. Assume that Alain is being the strong silent type for now :)

Well I'm (we're) glad yer back!

:)

I hope the 'mishaps' were more, 'This will make a funny story someday',
And less 'We will never speak of this again' kind of things!

Funny story one day. It was a good vacation and I am going on another next week, so my life is pretty sweet r/n


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

Yikes! So sorry! My mishaps are not a funny story someday. Extreme Heat! Exploding Pollen Counts! Holiday stuff I didn't want to be a part of but had no choice! Race against time to get the young feral cat I've adopted vaccinated and neutered despite her best efforts to avoid it!

Okay, actually the last one of those is a funny story, but too long and complicated to go into here.

Anyway, I'll get caught up reading the posts and get one in myself today.

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