Crown of Aeons - Pathfinder in Ravenloft

Game Master Dennis Harry

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

Within Harrowstone

Harrowstone Grounds

Ravengro Map

Ravengro Town Gazeteer:

A: Town Square. Simple wooden gazebo serves as the hub for Ravengro's gatherings. The town's favorite stray dog, Old River, is known to hang around here during the day.

B: Posting Poles: poles where townspeople can post all sorts of messages for the town, ranging from news to sales to advertisements.

C: The Laughing Demon: Zokar Elkarid runs this warm and friendly tavern.

D: Ravengro Town Hall: in classic small-town style, Ravengro citizens use this for virtually everything, from weddings to council meetings.

E: Temple of Pharasma: Vauran Grimburrow, the Father from the funeral, is officialy in charge of the temple, but any number of a dozen or so acolytes actually handle the day to day going-ons. The temple sells various healing and holy related items.

F: Ravengro General Store: Luthko and Marta Avanaki run the general store with their five daughters. While the store usually caters to local needs, the town is big enough and on a populated enough route to stock most simple adventuring items.

G: Ravengro Forge: Jorfa is the dwarven master of the forge. One of Ravengro's most valuable resources, she is as standoffish and quiet on her past as one would expect.

H: Jominda's Apothecary: Jominda Fallenbridge keeps a well-stocked supply of pharmacological provisions, both herbal and alchemical.

I: Ravengro Jail: a relatively small jail serves as Ravengro's home for the occasional drunk citizen. Sherriff Benjan Caller runs the jail with his four part-time deputies.

J: The Silk Purse: two moneylenders work out of this building, Luramin Taigh and Quess Yearburn. They have loans available for collateral to farmers or other potential clients. They also sell some of the items that have failed to me reclaimed.

K: The Outward Inn: board and breakfast run by Sarlanna Val. Highly reccomended, if you don't have a free place to stay that is. Local musicians and storytellers often visit for evenings of entertainment.

L: The Unfurling Scroll: Alendru Ghoroven, a retired wizard-turned-teacher teaches reading, math, and history, as well as beginning magical theory. In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created.

M 1-4: Council Member's Houses.

N: The Van Richten Residence: formerly the professor's house, it is now Kendra's. And your current lodging.

O: Harrowstone Memorial: Other than the looming ruins of Harrowstone on a nearby hill, Ravengro’s most distinctive landmark is a 25-foot-tall, moss-covered stone statue that overlooks the river. The statue depicts a proud, muscular human man dressed in leathers and wielding a truncheon—a depiction of Warden Hawkran. A total of 25 names—the guards who died in the fire of 4661, as well as the warden’s wife, are chiseled into the statue’s stone base.

P: to The Restlands: a large stretch of moorland reserved for interring Ravengro's dead. Thanks to the Pharasmin church's influence in town, Ravengro's graveyard is large and well tended.

Q: Gibs Hephenus, the man who started the fight at the professor's funeral lives here.

R To Harrowstone: this reminder of Ravengro's original purpose looms over the town from atop its bleak hilltop, a constant inspiration for tall tales and bad dreams.

Sanity Rules:

Sanity Score: This is sort of like mental hit points. It’s the sum of all your mental stats (Wisdom, Intelligence, Charisma) less any damage to those scores.

Sanity Damage: this is like hit point damage done in physical combat (like a sword blow, etc), only, it affects your sanity score, not your hit points. So, if you encounter an attack on your sanity and suffer damage, you deduct that damage from your sanity score.

Losing Sanity and Gaining Madness:
When you’re faced with a monster that can do sanity damage, you have to make an immediate will save. If you save, most of the time, you will be able to ignore all Sanity damage (i.e. your mental faculties hold up) though some creatures may do damage regardless of your save (like Great Old Ones).

If you lose ALL of your Sanity (i.e. Sanity pool moves to zero), you gain a lesser madness (this is generally a temporary condition), I will not have PCs suffer more than 1 lesser madness at a time. This mechanic is for flavor not to annihilate PCs effectiveness.

If you lose ALL of your Sanity facing a Great Old One, that will trigger a greater madness. This is permanent though each PC will only ever gain a single one of these.

Losing Madness and Gaining Sanity:
Madness can be lost (and sanity restored in several ways).
1. Rest: Every 7 full days of uninterrupted rest heals sanity damage equal to your Charisma modifier (minimum 1). You’re letting your own sense of self and force of personality reassert itself and mend together the tattered fragments of your tortured psyche.
2. Therapy: Tell someone else your problems (mentor, counselor, confidante, friend, family, priest, advisor, etc). At the end,, the ally attempts a Wisdom or Intelligence check (whichever is higher) DC equal to the amount of Sanity you have lost. Success means you add their ability modifier (wis or int, whichever is higher) to the amount of sanity damage you heal.
3. Magic:
a. lesser restoration: 1d2 points once per day
b. Restoration: 2d4 points per day
c. Heal: 3d4 points/day
d. Greater restoration, psychic surgery, limited wish: all of it, if your sanity was below your edge (in other words, you still had more than half your sanity points left). Or, to 1 point below your sanity edge if you had more than half of your sanity lost.
e. Miracle and wish fix everything

Effects of Restoring Sanity:
Lesser Madness - If all of your sanity damage is healed, your lesser madness is removed entirely.

Greater Madness - If all of your sanity damage is healed, your greater madness is dormant. It will become reactivated if you again suffer a full loss to your Sanity score. A greater madness can only be fully healed with a long term psychiatric stay (1 month, which could well be played out over a downtime depending on how the chronicle proceeds) r the use of a Wish or Miracle spell (hard to come by in Ravenloft!).

Fear, Horror, and Madness:

I will NOT be using Madness rules as the Sanity rules already cover that.

Fear, Horror, and Madness saves represent the power of terror — a roleplaying tool to help players visualize the hysteria that often clouds the minds of characters in classic tales of horror.

Making the Saving Throw

Fear and Horror saves are considered Will saves in all respects. Anything that modifies a Will save likewise modifies Fear and Horror saves; anything that modifies saves vs. fear effects modifies Fear saves.

Fear and Horror saves all use the same basic mechanic: a Will save against a specified DC. Specific DCs depend on the situation and type of check being made and will be provided by me. Luck effects and resistance effects (such as those generated by a luckstone or a cloak of resistance) do not affect Fear and Horror saves; they are outside the purview of luck and are not "active" effects that would be resisted. Divine effects do aid Fear and Horror saves, however.

If a character succeeds at the Will save, then there is no effect, and she is immune to that specific source of fear or horror for 24 hours. If a character fails the Will save, then the margin of failure determines the result. Subtract the final check result from the DC; this result determines whether the character suffers a minor, moderate, or major effect.

Failure Margin Effect

1-5 points Minor
6-10 points Moderate
11-15 points Major
16+ points Major, plus additional effect.

When determining the results of failed Horror save, the player should also concurrently roll 1d4 for the DM to select a specific effect.

FEAR SAVES

A character should make a Fear save when facing overwhelming odds and/or immediate, dire physical danger.

Failure Results

Minor Effect: Shaken. The character suffers a -2 morale penalty to attack rolls, checks, and saves.

Moderate Effect: Frightened. The character is shaken and flees as well as she can. She can fight to defend herself if unable to flee. A frightened character can use special abilities, including spells, to flee; indeed, she must use such means if they are the only way to escape.

Major Effect: Panicked. The character suffers a -2 morale penalty on saving throws and must flee. She has a 50% chance to drop what she's holding, chooses her path randomly (as long as she escapes from immediate danger), and flees any other dangers that confront her. If cornered, she cowers. A panicked character may use a special ability or spell to escape.

Additional Failures: Fear effects stack. A shaken character who fails another Fear save becomes frightened. A frightened character who fails another Fear save becomes panicked.

Recovering from Fear

Fear effects last 5d6 rounds. Certain spell effects (such as modify memory or remove fear) can remove all Fear effects.

Note that as the characters level, the amount of fear checks will diminish as you confidence and power/abilities increase.

HORROR SAVES

The heroes witness scenes of terrible cruelty or behold events that simply should not be. Horror is a broader emotion than fear, and more intimate. Horror often permanently colors a character's view of the world, be it through the shock of realizing that such merciless events are possible or the paralyzing dismay of discovering some monstrous trait within oneself. Horror is the murderer of innocence. Possible examples of scenes that might require a Horror save include seeing someone torn limb from limb, watching a friend transform into a hideous monster, or learning that you slew an innocent bystander while possessed by an evil spirit.

Horror saves are typically prompted by unusual, unique situations rather than by creatures, so unlike Fear saves there's no quick formula to determine the DC. Instead, I will use my best judgment to apply a DC to the scene. As a rule, the more gruesome, abnormal and/or insane the scene, the higher the DC should be.

Failure Results

If a character fails a Horror save, the player should roll 1d4 and compare it to the effect category to select a specific symptom of Horror. If a character fails a Horror save by 16+ points, he suffers Sanity Damage on a one for one basis for each point over 16 (i.e. failing a roll by 20 would result in 4 points of Sanity Damage).

Failure Results

Minor Effect: (1) Aversion, (2) Fearstruck, (3) Frozen, or (4) Nausea.

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

Major Effect: (1) Fascination, (2) Haunted, (3) Mental Shock, or (4) System Shock

Additional Failures: Some Horror effects have outburst durations that are measured in rounds. A character can carry only a single Horror effect at a time. If a subsequent failed Horror save indicates a result of equal or lesser severity, I will use another outburst of the existing effect. If a failed Horror save indicates a result of greater severity, the existing effect is removed and there is default to the greater one instead. Horror effects do not stack.

Recovering from Horror

Minor Horror effects last one week.

Moderate effects last two weeks.

Major effects last thirty days.

At the end of this duration, the character rolls a recovery check (a Horror save). Use the DC of the original Horror save with a -2 morale bonus, since time and distance heal all wounds. If the character succeeds at this check, the Horror effect is removed. If she fails, the Horror effect persists for another duration period. A character can retry failed Horror recovery checks each time she reaches the end of a duration period. The -2 DC modifier is cumulative with each attempt.

Numerous spells and magical effects (such as modify memory or remove fear) can also remove all Horror effects.


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

Not many spells were used and melee can go whole day. I'm against losing a day, but we can return up and try to release the haunts.

And those runes around the prison, just so we know what we're against (assuming they are keeping something in)


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

Not many spells were used and melee can go whole day. I'm against losing a day, but we can return up and try to release the haunts.

And those runes around the prison, just so we know what we're against (assuming they are keeping something in)


Shadow's Status

The way I see it you have three options:

1 - Explore down here noting that what's down here seems bit more, dangerous.

2 - Explore upstairs, there's also a second floor to the prison so there's a further upstairs as well.

3 - Withdraw back to town. There's probably some information there about what happened here that you all haven't uncovered yet, in fact, I'll remind you all of this:

Kendra said"I remember there was a nursery rhyme we used to sing as children and I believe it was about the prison"

EDIT: As we move along you'll see I stole from another famous IP for this. :-). Well, you'll see if you do the research anyway.


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:

I say we keep going.


Female Tiefling Warpriest

Just to note, I've already cast 2 of my three 1st level spells, used 1 out of 3 of my uses of Fervor, and have used my 1/day SLA. Thankfully, that at least as 3 minutes remaining(well, more like 2 or so at this point).


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
Cole Burrns wrote:
I say we keep going.

Our cleric only has 1 channel left and our warpriest only has 1 spell left.

That seems like a big risk if we run into another threat similar to the wraith we just faced.


Shadow's Status
Sergei the Haunted wrote:
Cole Burrns wrote:
I say we keep going.

Our cleric only has 1 channel left and our warpriest only has 1 spell left.

That seems like a big risk if we run into another threat similar to the wraith we just faced.

Not to worry, death is only the beginning of this game....


Male Weremonkey Rogue/Ranger/Trickster
Dark Powers wrote:
Sergei the Haunted wrote:
Cole Burrns wrote:
I say we keep going.

Our cleric only has 1 channel left and our warpriest only has 1 spell left.

That seems like a big risk if we run into another threat similar to the wraith we just faced.

Not to worry, death is only the beginning of this game....

Wait, I thought that was Tyrant's Grasp? lol


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Shadow's Status
Monkeygod wrote:
Dark Powers wrote:
Sergei the Haunted wrote:
Cole Burrns wrote:
I say we keep going.

Our cleric only has 1 channel left and our warpriest only has 1 spell left.

That seems like a big risk if we run into another threat similar to the wraith we just faced.

Not to worry, death is only the beginning of this game....
Wait, I thought that was Tyrant's Grasp? lol

Shhhhh, one never knows where I'm going with ANYTHING! :-0


Skills:
Acrobatics +7, History +4, Nobility +4, Religion +5, Linguistics (B) +6, Perception +8, Sense Motive +10, Sleight of Hand (B) +6, Stealth +7
Attacks:
[dice=Unarmed Attack]d20+3[/dice][dice=Unarmed Damage]d6+3[/dice] [dice=+1 Longbow]d20+4[/dice][/dice=+1 Longbow Damage]d8+1[/dice][dice=Flurry w/+1 Longbow]d20+3[/dice] [dice=Flurry w/ +1 Longbow Damage]d8+1[/dice]
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8

So as a group, I don't think we know of any actual timeline for this. We just have a vague threat of a cult. If people want to rest we can, but Kenzo is concerned about what is happening here and how it killed the Professor far away from here.


Shadow's Status
Kenzo Hagetora wrote:
So as a group, I don't think we know of any actual timeline for this. We just have a vague threat of a cult. If people want to rest we can, but Kenzo is concerned about what is happening here and how it killed the Professor far away from here.

Very true, it's also not clear where the cult even is. They were spotted recently, but other than the runes outside which show they were around the perimeter, there's no evidence that they ever went inside, at least not yet.

Note that the Party can certainly REST here, but it's probably safer to rest in town.


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

I fine with going back to town to rest and maybe research a little more, or continuing on for a little while longer. If we continue on, maybe we should go back up to do so.


Noting our lack of 'resources' (primarily healing) and the OBVIOUS note of Underground being the more danerous area,... I vote we go back to town, check on Kendra, research more, (nursery rhymes anyone?) and rest back up.

THEn return bright and early next day, and examine the top floors more carefully. (OOC hoping we get another lvl doing so!) :) before returning to the 'depths' of the prison, and finally putting the restless spirits to rest for good! :)

NOTE- Yes Haunts will regenerate, but we already know where some of them are at, and how to deal with or avoid some of them.
AND we have an new idea about how to potentially deal with some of the more directly fire-based haunts.
I'll just conjure water on top of it. :) ;P

Thats my vote! :)


Shadow's Status

Go Back - Teo, Sterling, Sergei, and Zyblina

Keep Going - Cole & Kendrick

Fine Either Way - Zek

Bastion has not weighed in yet on go or stay, but he is certain he would like to bury the body back up on the surface.

Based on votes, I think Go Back narrowly wins the day, though Teo did note that going back could include exploring Level 1 for a bit before beating a retreat.

There is only one small section near the auditorium that you did NOT explore. I'll post you all clearing THAT section out. From there, the group can decide to either check the rest of level 1 or head back to town. I'll post that up now then I have to get back to work :-)


LOL< Sounds good. Up, take a look at the one section you mentioned, then MAYBE continue to look at lvl 1, then beat it to the house to rest. For sure.;)


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Shadow's Status

We are not quite 1,000 posts in but I just want to acknowledge the amazing RPing taking place in this thread guys, a pleasure to run this for such a killer group!


HP 22/22; San 35/36; Rage 5/8; AC 14 (16 vs undead); DR 2/- vs undead; Init +0; Fort +5; Ref +0; Will +0; Per +5 3

I'd vote for clearing the rest of the surface on the way back to town. Bastion certainly doesn't want to spend a night in the prison.


GM Dark Shadows wrote:
We are not quite 1,000 posts in but I just want to acknowledge the amazing RPing taking place in this thread guys, a pleasure to run this for such a killer group!

Aw geez, stop. No Really,

You're making my pale PC blush! ;P

Seriously (As I get at least) I agree! This is gonna be fun!
Keep it up all!
I LUV it when I get challenged to rise to the occasion, in RP /games, and on stage, etc. :)


At lvl 3 I will put a point into K: Arcana, Makes sense he would pick that up while investigating various undead etc. :)

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